I could use that method and individually load each image via hard coding, but that seems a little wasteful and could quickly get unmanageable with a game with many assets, this method reads imsInfo.txt, which tells it how big the image is, how many separate images to break it into etc. I think this method is superior and is in line with OOPs and allows easy extension of assets.

I've added the asset files into my IDE in the same project and built it, when run it still outputs the same errors.

I've made sure that both the assets and imsInfo.txt (text file which tells the reader what kind of image file is present and how many separate sprites to break the image into etc.) are within the project and have rebuilt the project before running it, any ideas?

[EDIT]: The line that netbeans seems to be having a problem with is line 5 if that's any help?

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